44f193bff03c7f9085da105a2d4d55f2538e1136
[platform/core/uifw/dali-core.git] / dali / internal / common / core-impl.cpp
1 /*
2  * Copyright (c) 2022 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/common/core-impl.h>
20
21 // INTERNAL INCLUDES
22 #include <dali/graphics-api/graphics-controller.h>
23 #include <dali/integration-api/core.h>
24 #include <dali/integration-api/debug.h>
25 #include <dali/integration-api/events/event.h>
26 #include <dali/integration-api/gl-context-helper-abstraction.h>
27 #include <dali/integration-api/platform-abstraction.h>
28 #include <dali/integration-api/processor-interface.h>
29 #include <dali/integration-api/render-controller.h>
30 #include <dali/integration-api/trace.h>
31
32 #include <dali/internal/event/actors/actor-impl.h>
33 #include <dali/internal/event/animation/animation-playlist.h>
34 #include <dali/internal/event/common/event-thread-services.h>
35 #include <dali/internal/event/common/notification-manager.h>
36 #include <dali/internal/event/common/property-notification-manager.h>
37 #include <dali/internal/event/common/stage-impl.h>
38 #include <dali/internal/event/common/thread-local-storage.h>
39 #include <dali/internal/event/common/type-registry-impl.h>
40 #include <dali/internal/event/effects/shader-factory.h>
41 #include <dali/internal/event/events/event-processor.h>
42 #include <dali/internal/event/events/gesture-event-processor.h>
43 #include <dali/internal/event/render-tasks/render-task-list-impl.h>
44 #include <dali/internal/event/size-negotiation/relayout-controller-impl.h>
45
46 #include <dali/internal/update/common/discard-queue.h>
47 #include <dali/internal/update/manager/render-task-processor.h>
48 #include <dali/internal/update/manager/update-manager.h>
49
50 #include <dali/internal/render/common/performance-monitor.h>
51 #include <dali/internal/render/common/render-manager.h>
52
53 using Dali::Internal::SceneGraph::RenderManager;
54 using Dali::Internal::SceneGraph::RenderQueue;
55 using Dali::Internal::SceneGraph::UpdateManager;
56
57 namespace
58 {
59 // The Update for frame N+1 may be processed whilst frame N is being rendered.
60 const uint32_t MAXIMUM_UPDATE_COUNT = 2u;
61
62 DALI_INIT_TRACE_FILTER(gTraceFilter, DALI_TRACE_PERFORMANCE_MARKER, false);
63
64 #if defined(DEBUG_ENABLED)
65 Debug::Filter* gCoreFilter = Debug::Filter::New(Debug::Concise, false, "LOG_CORE");
66 #endif
67 } // namespace
68
69 namespace Dali
70 {
71 namespace Internal
72 {
73 using Integration::Event;
74 using Integration::GlAbstraction;
75 using Integration::GlContextHelperAbstraction;
76 using Integration::PlatformAbstraction;
77 using Integration::RenderController;
78 using Integration::RenderStatus;
79 using Integration::UpdateStatus;
80
81 Core::Core(RenderController&                   renderController,
82            PlatformAbstraction&                platform,
83            Graphics::Controller&               graphicsController,
84            Integration::RenderToFrameBuffer    renderToFboEnabled,
85            Integration::DepthBufferAvailable   depthBufferAvailable,
86            Integration::StencilBufferAvailable stencilBufferAvailable,
87            Integration::PartialUpdateAvailable partialUpdateAvailable)
88 : mRenderController(renderController),
89   mPlatform(platform),
90   mGraphicsController(graphicsController),
91   mProcessingEvent(false),
92   mForceNextUpdate(false),
93   mProcessorUnregistered(false),
94   mPostProcessorUnregistered(false)
95 {
96   // Create the thread local storage
97   CreateThreadLocalStorage();
98
99   // This does nothing until Core is built with --enable-performance-monitor
100   PERFORMANCE_MONITOR_INIT(platform);
101
102   mNotificationManager = new NotificationManager();
103
104   mAnimationPlaylist = AnimationPlaylist::New();
105
106   mPropertyNotificationManager = PropertyNotificationManager::New();
107
108   mRenderTaskProcessor = new SceneGraph::RenderTaskProcessor();
109
110   mRenderManager = RenderManager::New(graphicsController, depthBufferAvailable, stencilBufferAvailable, partialUpdateAvailable);
111
112   RenderQueue& renderQueue = mRenderManager->GetRenderQueue();
113
114   mUpdateManager = new UpdateManager(*mNotificationManager,
115                                      *mAnimationPlaylist,
116                                      *mPropertyNotificationManager,
117                                      renderController,
118                                      *mRenderManager,
119                                      renderQueue,
120                                      *mRenderTaskProcessor);
121
122   mRenderManager->SetShaderSaver(*mUpdateManager);
123
124   mObjectRegistry = ObjectRegistry::New();
125
126   mStage = IntrusivePtr<Stage>(Stage::New(*mUpdateManager));
127
128   // This must be called after stage is created but before stage initialization
129   mRelayoutController = IntrusivePtr<RelayoutController>(new RelayoutController(mRenderController));
130
131   mGestureEventProcessor = new GestureEventProcessor(*mUpdateManager, mRenderController);
132
133   mShaderFactory = new ShaderFactory();
134   mUpdateManager->SetShaderSaver(*mShaderFactory);
135
136   GetImplementation(Dali::TypeRegistry::Get()).CallInitFunctions();
137
138   DALI_LOG_RELEASE_INFO("Node size: %lu\n", sizeof(Dali::Internal::SceneGraph::Node));
139   DALI_LOG_RELEASE_INFO("Renderer size: %lu\n", sizeof(Dali::Internal::SceneGraph::Renderer));
140   DALI_LOG_RELEASE_INFO("RenderItem size: %lu\n", sizeof(Dali::Internal::SceneGraph::RenderItem));
141 }
142
143 Core::~Core()
144 {
145   /*
146    * The order of destructing these singletons is important!!!
147    */
148
149   // clear the thread local storage first
150   // allows core to be created / deleted many times in the same thread (how TET cases work).
151   // Do this before mStage.Reset() so Stage::IsInstalled() returns false
152   ThreadLocalStorage* tls = ThreadLocalStorage::GetInternal();
153   if(tls)
154   {
155     tls->Remove();
156     tls->Unreference();
157   }
158
159   mObjectRegistry.Reset();
160
161   // Stop relayout requests being raised on stage destruction
162   mRelayoutController.Reset();
163
164   // remove (last?) reference to stage
165   mStage.Reset();
166 }
167
168 void Core::Initialize()
169 {
170   mStage->Initialize(*mScenes[0]);
171 }
172
173 Integration::ContextNotifierInterface* Core::GetContextNotifier()
174 {
175   return mStage.Get();
176 }
177
178 void Core::RecoverFromContextLoss()
179 {
180   DALI_LOG_INFO(gCoreFilter, Debug::Verbose, "Core::RecoverFromContextLoss()\n");
181
182   mStage->GetRenderTaskList().RecoverFromContextLoss(); // Re-trigger render-tasks
183 }
184
185 void Core::ContextCreated()
186 {
187 }
188
189 void Core::ContextDestroyed()
190 {
191 }
192
193 void Core::Update(float elapsedSeconds, uint32_t lastVSyncTimeMilliseconds, uint32_t nextVSyncTimeMilliseconds, Integration::UpdateStatus& status, bool renderToFboEnabled, bool isRenderingToFbo, bool uploadOnly)
194 {
195   // set the time delta so adaptor can easily print FPS with a release build with 0 as
196   // it is cached by frametime
197   status.secondsFromLastFrame = elapsedSeconds;
198
199   // Render returns true when there are updates on the stage or one or more animations are completed.
200   // Use the estimated time diff till we render as the elapsed time.
201   status.keepUpdating = mUpdateManager->Update(elapsedSeconds,
202                                                lastVSyncTimeMilliseconds,
203                                                nextVSyncTimeMilliseconds,
204                                                renderToFboEnabled,
205                                                isRenderingToFbo,
206                                                uploadOnly);
207
208   // Check the Notification Manager message queue to set needsNotification
209   status.needsNotification = mNotificationManager->MessagesToProcess();
210
211   // No need to keep update running if there are notifications to process.
212   // Any message to update will wake it up anyways
213 }
214
215 void Core::PreRender(RenderStatus& status, bool forceClear)
216 {
217   mRenderManager->PreRender(status, forceClear);
218 }
219
220 void Core::PreRender(Integration::Scene& scene, std::vector<Rect<int>>& damagedRects)
221 {
222   mRenderManager->PreRender(scene, damagedRects);
223 }
224
225 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo)
226 {
227   mRenderManager->RenderScene(status, scene, renderToFbo);
228 }
229
230 void Core::RenderScene(RenderStatus& status, Integration::Scene& scene, bool renderToFbo, Rect<int>& clippingRect)
231 {
232   mRenderManager->RenderScene(status, scene, renderToFbo, clippingRect);
233 }
234
235 void Core::PostRender()
236 {
237   mUpdateManager->PostRender();
238   mRenderManager->PostRender();
239 }
240
241 void Core::SceneCreated()
242 {
243   mStage->EmitSceneCreatedSignal();
244
245   mRelayoutController->OnApplicationSceneCreated();
246
247   for(const auto& scene : mScenes)
248   {
249     Dali::Actor sceneRootLayer = scene->GetRootLayer();
250     mRelayoutController->RequestRelayoutTree(sceneRootLayer);
251   }
252 }
253
254 void Core::QueueEvent(const Integration::Event& event)
255 {
256   if(mScenes.size() != 0)
257   {
258     mScenes.front()->QueueEvent(event);
259   }
260 }
261
262 void Core::ProcessEvents()
263 {
264   // Guard against calls to ProcessEvents() during ProcessEvents()
265   if(mProcessingEvent)
266   {
267     DALI_LOG_ERROR("ProcessEvents should not be called from within ProcessEvents!\n");
268     mRenderController.RequestProcessEventsOnIdle(false);
269     return;
270   }
271
272   mProcessingEvent = true;
273   mRelayoutController->SetProcessingCoreEvents(true);
274
275   // Signal that any messages received will be flushed soon
276   mUpdateManager->EventProcessingStarted();
277
278   // Scene could be added or removed while processing the events
279   // Copy the Scene container locally to avoid possibly invalid iterator
280   SceneContainer scenes = mScenes;
281
282   // process events in all scenes
283   for(auto scene : scenes)
284   {
285     scene->ProcessEvents();
286   }
287
288   mNotificationManager->ProcessMessages();
289
290   // Emit signal here to inform listeners that event processing has finished.
291   for(auto scene : scenes)
292   {
293     scene->EmitEventProcessingFinishedSignal();
294   }
295
296   // Run any registered processors
297   RunProcessors();
298
299   // Run the size negotiation after event processing finished signal
300   mRelayoutController->Relayout();
301
302   // Run any registered post processors
303   RunPostProcessors();
304
305   // Rebuild depth tree after event processing has finished
306   for(auto scene : scenes)
307   {
308     scene->RebuildDepthTree();
309   }
310
311   // Flush any queued messages for the update-thread
312   const bool messagesToProcess = mUpdateManager->FlushQueue();
313
314   // Check if the touch or gestures require updates.
315   const bool gestureNeedsUpdate = mGestureEventProcessor->NeedsUpdate();
316   // Check if the next update is forced.
317   const bool forceUpdate = IsNextUpdateForced();
318
319   if(messagesToProcess || gestureNeedsUpdate || forceUpdate)
320   {
321     // tell the render controller to keep update thread running
322     mRenderController.RequestUpdate(forceUpdate);
323   }
324
325   mRelayoutController->SetProcessingCoreEvents(false);
326
327   // ProcessEvents() may now be called again
328   mProcessingEvent = false;
329 }
330
331 uint32_t Core::GetMaximumUpdateCount() const
332 {
333   return MAXIMUM_UPDATE_COUNT;
334 }
335
336 void Core::RegisterProcessor(Integration::Processor& processor, bool postProcessor)
337 {
338   if(postProcessor)
339   {
340     mPostProcessors.PushBack(&processor);
341   }
342   else
343   {
344     mProcessors.PushBack(&processor);
345   }
346 }
347
348 void Core::UnregisterProcessor(Integration::Processor& processor, bool postProcessor)
349 {
350   if(postProcessor)
351   {
352     auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), &processor);
353     if(iter != mPostProcessors.End())
354     {
355       mPostProcessors.Erase(iter);
356       mPostProcessorUnregistered = true;
357     }
358   }
359   else
360   {
361     auto iter = std::find(mProcessors.Begin(), mProcessors.End(), &processor);
362     if(iter != mProcessors.End())
363     {
364       mProcessors.Erase(iter);
365       mProcessorUnregistered = true;
366     }
367   }
368 }
369
370 void Core::RunProcessors()
371 {
372   if(mProcessors.Count() != 0)
373   {
374     DALI_TRACE_SCOPE(gTraceFilter, "DALI_CORE_RUN_PROCESSORS");
375
376     // Copy processor pointers to prevent changes to vector affecting loop iterator.
377     Dali::Vector<Integration::Processor*> processors(mProcessors);
378
379     // To prevent accessing processor unregistered during the loop
380     mProcessorUnregistered = false;
381
382     for(auto processor : processors)
383     {
384       if(processor)
385       {
386         if(!mProcessorUnregistered)
387         {
388           processor->Process(false);
389         }
390         else
391         {
392           // Run processor if the processor is still in the list.
393           // It may be removed during the loop.
394           auto iter = std::find(mProcessors.Begin(), mProcessors.End(), processor);
395           if(iter != mProcessors.End())
396           {
397             processor->Process(false);
398           }
399         }
400       }
401     }
402   }
403 }
404
405 void Core::RunPostProcessors()
406 {
407   if(mPostProcessors.Count() != 0)
408   {
409     DALI_TRACE_SCOPE(gTraceFilter, "DALI_CORE_RUN_POST_PROCESSORS");
410
411     // Copy processor pointers to prevent changes to vector affecting loop iterator.
412     Dali::Vector<Integration::Processor*> processors(mPostProcessors);
413
414     // To prevent accessing processor unregistered during the loop
415     mPostProcessorUnregistered = false;
416
417     for(auto processor : processors)
418     {
419       if(processor)
420       {
421         if(!mPostProcessorUnregistered)
422         {
423           processor->Process(true);
424         }
425         else
426         {
427           // Run processor if the processor is still in the list.
428           // It may be removed during the loop.
429           auto iter = std::find(mPostProcessors.Begin(), mPostProcessors.End(), processor);
430           if(iter != mPostProcessors.End())
431           {
432             processor->Process(true);
433           }
434         }
435       }
436     }
437   }
438 }
439
440 StagePtr Core::GetCurrentStage()
441 {
442   return mStage.Get();
443 }
444
445 PlatformAbstraction& Core::GetPlatform()
446 {
447   return mPlatform;
448 }
449
450 UpdateManager& Core::GetUpdateManager()
451 {
452   return *(mUpdateManager);
453 }
454
455 RenderManager& Core::GetRenderManager()
456 {
457   return *(mRenderManager);
458 }
459
460 NotificationManager& Core::GetNotificationManager()
461 {
462   return *(mNotificationManager);
463 }
464
465 ShaderFactory& Core::GetShaderFactory()
466 {
467   return *(mShaderFactory);
468 }
469
470 GestureEventProcessor& Core::GetGestureEventProcessor()
471 {
472   return *(mGestureEventProcessor);
473 }
474
475 RelayoutController& Core::GetRelayoutController()
476 {
477   return *(mRelayoutController.Get());
478 }
479
480 ObjectRegistry& Core::GetObjectRegistry() const
481 {
482   return *(mObjectRegistry.Get());
483 }
484
485 void Core::LogMemoryPools() const
486 {
487   uint32_t animationPoolCapacity    = SceneGraph::Animation::GetMemoryPoolCapacity();
488   uint32_t renderItemPoolCapacity   = SceneGraph::RenderItem::GetMemoryPoolCapacity();
489   uint32_t relayoutItemPoolCapacity = mRelayoutController->GetMemoryPoolCapacity();
490   uint32_t rendererPoolCapacity     = SceneGraph::Renderer::GetMemoryPoolCapacity();
491   uint32_t textureSetPoolCapacity   = SceneGraph::TextureSet::GetMemoryPoolCapacity();
492   uint32_t renderTaskPoolCapacity   = SceneGraph::RenderTaskList::GetMemoryPoolCapacity();
493   uint32_t nodePoolCapacity         = SceneGraph::Node::GetMemoryPoolCapacity();
494
495   DALI_LOG_RELEASE_INFO(
496     "\nMemory Pool capacities:\n"
497     "  Animations:    %lu\n"
498     "  RenderItems:   %lu\n"
499     "  RelayoutItems: %lu\n"
500     "  Renderers:     %lu\n"
501     "  TextureSets:   %lu\n"
502     "  RenderTasks:   %lu\n"
503     "  Nodes:         %lu\n",
504     animationPoolCapacity,
505     renderItemPoolCapacity,
506     relayoutItemPoolCapacity,
507     rendererPoolCapacity,
508     textureSetPoolCapacity,
509     renderTaskPoolCapacity,
510     nodePoolCapacity);
511
512   uint32_t updateQCapacity = mUpdateManager->GetUpdateMessageQueueCapacity();
513   uint32_t renderQCapacity = mUpdateManager->GetRenderMessageQueueCapacity();
514
515   DALI_LOG_RELEASE_INFO(
516     "\nMessage Queue capacities:\n"
517     "  UpdateQueue: %lu\n"
518     "  RenderQueue: %lu\n",
519     updateQCapacity,
520     renderQCapacity);
521
522   size_t renderInstructionCapacity = mUpdateManager->GetRenderInstructionCapacity();
523   DALI_LOG_RELEASE_INFO("\nRenderInstruction capacity: %lu\n", renderInstructionCapacity);
524 }
525
526 EventThreadServices& Core::GetEventThreadServices()
527 {
528   return *this;
529 }
530
531 PropertyNotificationManager& Core::GetPropertyNotificationManager() const
532 {
533   return *(mPropertyNotificationManager);
534 }
535
536 AnimationPlaylist& Core::GetAnimationPlaylist() const
537 {
538   return *(mAnimationPlaylist);
539 }
540
541 Integration::GlAbstraction& Core::GetGlAbstraction() const
542 {
543   return mGraphicsController.GetGlAbstraction();
544 }
545
546 void Core::AddScene(Scene* scene)
547 {
548   mScenes.push_back(scene);
549 }
550
551 void Core::RemoveScene(Scene* scene)
552 {
553   auto iter = std::find(mScenes.begin(), mScenes.end(), scene);
554   if(iter != mScenes.end())
555   {
556     mScenes.erase(iter);
557   }
558 }
559
560 void Core::CreateThreadLocalStorage()
561 {
562   // a pointer to the ThreadLocalStorage object will be stored in TLS
563   // The ThreadLocalStorage object should be deleted by the Core destructor
564   ThreadLocalStorage* tls = new ThreadLocalStorage(this);
565   tls->Reference();
566 }
567
568 void Core::RegisterObject(Dali::BaseObject* object)
569 {
570   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
571   mObjectRegistry->RegisterObject(object);
572 }
573
574 void Core::UnregisterObject(Dali::BaseObject* object)
575 {
576   mObjectRegistry = &ThreadLocalStorage::Get().GetObjectRegistry();
577   mObjectRegistry->UnregisterObject(object);
578 }
579
580 Integration::RenderController& Core::GetRenderController()
581 {
582   return mRenderController;
583 }
584
585 uint32_t* Core::ReserveMessageSlot(uint32_t size, bool updateScene)
586 {
587   return mUpdateManager->ReserveMessageSlot(size, updateScene);
588 }
589
590 BufferIndex Core::GetEventBufferIndex() const
591 {
592   return mUpdateManager->GetEventBufferIndex();
593 }
594
595 void Core::ForceNextUpdate()
596 {
597   mForceNextUpdate = true;
598 }
599
600 bool Core::IsNextUpdateForced()
601 {
602   bool nextUpdateForced = mForceNextUpdate;
603   mForceNextUpdate      = false;
604   return nextUpdateForced;
605 }
606
607 } // namespace Internal
608
609 } // namespace Dali